Under Night In-Birth/UNICLR/Yuzuriha/Strategy

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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

At first glance Yuzuriha may present as a dedicated zoning character, but the GRD system and UNI's safe ground movement require her to play a more dynamic game. She balances zoning with offense enabled by strong movement, and must attempt to maintain control of the GRD cycle in the process. Shifting between zoning, movement, and offensive options as needed to maintain favorable conditions is critical. While none of her options force an immediate choice upon the opponent, the opponent does eventually have to commit in order to establish their own offense. There are many potential gaps in her gameplay that the opponent can contest, but well structured gameplay creates ambiguity and opportunities to exploit the opponent's behavior.

Goals:

  • Use movement and zoning to control neutral and enforce respect.
  • Evade and punish overly aggressive movement/attacks, press advantage if the opponent gives up space.
  • Leverage respect to cover gaps, establish more favorable positioning, win Vorpal, and initiate offense.
  • Use frame traps and strike/throw to open opponent up in close quarters. Cycle back to neutral as needed to avoid overextending.
  • When forced into defensive situations, carefully and patiently weather the opponent's offense. Leverage system mechanics to weaken the opponent's offense and reset to neutral/favorable situations if possible. Combine with limited use of abare, reversals, etc to counteract gaps in the opponent's offense.

Neutral

Yuzuriha's neutral is most threatening within the spacing established by 421A to the edge of 214B's reach. This range presents her widest range of options for neutral; all her stance options are relevant, she can back up to create space without completely giving up screen control, her normals are a defensive factor if the opponent wants to approach, and she's close enough to initiate offense via dash, assault, or j214X before the opponent can react. However, opponents are better able to challenge Yuzuriha near this spacing.

Fighting from further away limits options for both players, but generally less so for Yuzuriha. Most characters need to approach to present a threat near max 236B and j236A range. Some still have tools to contest her neutral at this range, or can whiff punish or control space from outside 236B and j236A range. While her control of this spacing is strong, Yuzuriha lacks ranged tools that motivate more committal responses from her opponent. Yuzuriha can use her mobility options to maintain or close spacing from this position as desired.

236B

The cornerstone of Yuzuriha's zoning. 236B covers massive horizontal space and sets up her stance. Many of her stance options are used to either complement 236B, set up options from it, or take advantage of the respect it commands. Slow to start up out of stance and vulnerable to both assault and low profiling.

j236A

236B's air to ground counterpart. Similar range and threat to 236B, but puts Yuzuriha out of reach of many horizontal zoning and anti-zoning options. Air movement is also an important part of her positioning in stance, and threatens the possibility of a later j214X to transition to pressure.

6X

6A, 6B, and 6C cover midrange space with less commitment than 236X. 6C is a far-reaching low poke and her only stance low. 6A is a fast antiair in stance, and can be used to discourage assaults and other attempts to jump over her other ground options. 6B is used less than the other two, but has slightly more horizontal range. Deceptively fast and difficult to whiff punish while in stance, so they're also useful for baiting out reactions from opponents. Can whiff rebeat into 6X from 236B to improve frame advantage.

j6X

J6C is often used as a way to threaten grounded opponents from midrange while hovering just above low hitting attacks (may require going above minimum height), and sets up for a low j214X if desired. J6B is used less, but can simultaneously cover certain ground and air options at just above minimum height. J6A is Yuzuriha's only air attack to hit above her, and thus has a niche but important role in air-to-air exchanges in certain matchups.

jFF and j236B

JFF and j236B fill similar roles as slower air options that can cover both air and ground attack vectors. JFF in particular has a relatively large hitbox both vertically and horizontally, and unlike other air stance options it preserves momentum unless plinked from j6X (j6B~C or j6C~B). They also offer gapless cancels into j214X, unlike j6X.

5C

5C walls out opponents encroaching from both ground and air. Mostly used preemptively, but also useful for catching opponents who leave themselves open in the air.

4B

4B's use is mostly as a reactive tool, particularly against projectiles. Parrying projectiles and objects (Azhi, Thanatos, Hilda 623X, etc) leaves Yuzuriha invulnerable for the full recovery, or she can special cancel if the opponent is punishable. In some situations this creates an RPS on whether to cancel, when, and to what, while other times it creates punish opportunities. Using 4B against other attacks is less common, but it has value against slower tools or after Chain Shift. Remember that 4B parry does not work against lows or any attack that only hits below her waist (Nanase j236B, many crouching mids, Akatsuki 6B, spaced Hyde/Orie 5A, etc).

jB

Yuzuriha's non-stance air to air, jB has good range and disjoint. It's also her only non-stance air attack she can act after.

2C

Despite its long range among her normals, 2C is not a good poke in neutral since it's vulnerable to Assault and easily whiff punished. 6C is generally better as a low poke in neutral. However, 2C's range, frame data, and stable conversions make it a reliable midrange whiff punish tool.

Movement

Yuzuriha possesses a range of movement options, including a variety of burst movement options that enable her to reposition as desired from nearly anywhere on screen.

Basic Movement

Her walk is among the best in the game, with the second fastest backwalk in the game and above average forward speed. She can maneuver around opposing hitboxes and threaten whiff punishes against careless opponents given proper spacing in neutral and pressure. Her dash on the other hand is not very good; it's slow to start up (7f), has average initial velocity, and has poor acceleration, max velocity, and minimum distance. This limits her ability to rapidly close ground with minimal commitment. It's important to compliment her dash with other options to offset its weaknesses, and to avoid putting oneself in bad situations that are difficult to maneuver out of. Attempting to retake space against the likes of Hilda or Merkava by dashblocking is a difficult endeavor, and attempting more committal movement once outside 236B range is very risky.

Assault serves an important role as an advancing compliment to her dash that bypasses many attacks, generates GRD, and potentially starts her offense. It's important not to overuse this option however, as a timely shield or antiair is very costly. Her jump on the other hand is frequently used to hold or create space; the threat of j6C, j6B, j236A, j236B, and jFF at different points in her jump arc is an important part of her space control that compliments her ground options. Advancing jumps are more situational, but sometimes used defensively or to set up another movement option.

Yuzuriha's backdash does not travel very far and has average duration. It is best used sparingly to escape more committal options.

Stance Movement

Movement in stance is more rigid and committal, covering set distances or establishing fixed positions relative to the opponent. However, stance's freeform cancel options give Yuzuriha a great deal of flexibility in when and how to move while still threatening her opponent.

Walking is drastically slower in stance, and far less useful for adjusting spacing. Continuous walking in one direction for sufficient time refills stance marks, but this takes long enough that simply exiting and reentering stance is often preferable. Stance dash and jump are more effective movement tools that do not consume stance marks. Stance dash moves farther forwards than backwards, which is beneficial for offsetting pushback and maintaining desirable position. Stance dash also has some invulnerability while in motion, but the startup time makes this difficult to use reactively against counterpokes. Stance jumps cannot be TK'd and cover less horizontal space than normal jumps, but they reach the apex very quickly. Use them to position above counterpokes and threaten falling options like j236A, j236B, j6C, and j214X. Remember also that stance attacks can be jump canceled even on block, and that if Yuzuriha exits stance while airborne she can fall with one of her air normals to cover her landing. However, this is vulnerable to antiairs and stand shield if overused or executed predictably.

Teleport compliments stance dash by enabling cancels into movement from other attacks, and establishes one of several fixed positions relative to the opponent (screen position permitting). Fast startup while in stance also enables reactive use against some counterattacks, and when used in conjunction with 236X and 6X it threatens frame traps while repositioning. Respect gained through these frame traps can then enable riskier but more varied options from favorable positions.

Yae Ichirin is a movement option in its own way, particularly j214X and 214B. These attacks cover significant horizontal distance, so if the opponent is within their travel arc they can close the gap and transition from stance to offense. 214B is limited by its frame data when exiting stance, and j214X by the need to use them from a low height for best frame advantage. Compliment stance cancels with frame traps, jump cancels, and teleports to bait counterplay.

Offense

Yuzuriha's offense centers around several core, interrelated goals:

1. Use frame traps and positioning to catch the opponent's counterattacks, and to conceal pressure resets in order to more safely extend offense as needed and reasonably able.

2. Use throws to open up more conservative opponents, build resources, and motivate more exploitable defensive options.

3. Leverage and counteract systematic tactics as needed to force opponents into taking greater risks.

In turn, the third goal breaks down into several primary areas of systematic play:

i. Counteract throw tech option selects, if in use, with tactics such as Throw Reject Miss (TRM, often executed as 2AA>throw), run up assault j2C, 2A>delay throw, delay low/throw, etc depending on the opponent's options.

ii. Build GRD with Concentrate (5D), throw, assault, and shield/guard shield (moreso on defense, but sometimes still relevant) to gain Vorpal.

iii. Counteract the opponent's own GRD-building tactics to deny them GRD/Vorpal and more safely initiate/reset offense. If possible, punish outright for damage and GRD break. If the opponent does gain Vorpal, deny effective use of it by baiting Chain Shift, running the clock until the next cycle, or using VO to remove their Vorpal state.

While effective, Yuzuriha's offense lacks reliable tools by which to force opponents into high risk guessing games. Understanding the opponent's habits and goals, as well as system mechanics and common interactions, is very important. Her close-range pressure relies on strike/throw mindgames and UNI's system mechanics, and farther out her options rely heavily on frame traps. She struggles to maintain close quarters offense given her dash startup/velocity and lack of forward moving rebeatable normals, and her ability to punish shields is limited by her movement and lack of a standing overhead. Keeping the opponent out indefinitely is likewise not sustainable at high levels given the safety and efficacy of dashblocking, ease with which a defender can build GRD against tight zoning, and the limits of her stance.

This does not leave Yuzuriha lacking for options. Her throw deals good damage and builds GRD, and as a combo throw it also yields meter and corner carry. She can frame trap from nearly any option, and gets decent frame advantage when ending blockstrings. She can also choose to extend pressure through stance, or end her pressure and reset to neutral at any time to minimize risk from counterattacks. She has a plethora of options for resetting pressure, making her difficult to reliably challenge even at appropriate times. Her strength in neutral and ability to transition back into pressure from stance mean the opponent cannot simply wait out Yuzuriha's pressure outside close quarters; given the opportunity she can cycle back and forth between stance and close-quarters offense. It's thus difficult for opponents to cover her options or force a more even footing from a defensive position, so more active and risky counterplay is needed to escape good pressure.

Pressure

Close range pressure primarily revolves around staggering A normals to frame trap, then using staggers to conceal pressure resets, tick throws, and anti-OS options. B normals extend this stagger range while offering a point at which Yuzuriha can still reset pressure with moderate risk, but the lack of forward movement or rapidfire capabilities means she must then choose between resetting pressure, extending pressure with ever more limited options, or starting a new blockstring from midrange. C normals can frame trap from B normals and have a natural 1f gap from A buttons, cover horizontal and vertical space, and extend her pressure further at the cost of more difficulty resetting after.

Most of Yuzuriha's normals have good cancel windows. A to C normals have a natural 1f gap, and all normals except 2C can delay cancel into buttons of equal or greater strength to frame trap. 5C can also frame trap into 5B, though the window to do so is very small. 5B to 2B is rarely used due to 2B's limited range. Her B and C normals are also very safe points to end blockstrings; 2B is naturally 0 on block, 5B w5A is 0, and 5C/2C w5A are -1.

2A cancels into itself, can frame trap into any normal or cancel gaplessly to itself, 5A, 5B, and 2B, and offers a decent early point for pressure resets and tick throws. However, it has several important limitations. 2A hits mid, so it's unlikely to catch an opponent standing mid-blockstring for defensive inputs such as reversals or standing throw tech option selects. It has poor range even for a 2A, so Yuzuriha must commit to using other buttons or ending her blockstring sooner than most characters. Additionally, -3 on block combined with 7f dash startup and minimum 5f startup into another normal means pressure resets from outside tick throw range leave significant gaps. Opponents can exploit this by mashing at a timing slightly later than is caught by a tight frame trap, so it's important to also represent options that catch delayed defensive tactics. This often creates further distance between Yuzuriha and her opponent and makes subsequent resets more committal, but is nonetheless an important part of pressure.

5A is even shorter than 2A and not easily rapid-fired due to Smart Steer, so it's less often used to pressure the opponent. Nonetheless, it's her fastest low and is slightly better than 2A on block at -2. It's also her best rebeat option, since it recovers 1f faster than 2A.

The threat of Yuzuriha's strong throw helps enable the rest of her pressure. It deals good damage for a throw and builds much-needed GRD. As a combo throw it also builds meter, allows spending meter for extra damage, carries to corner from midscreen, runs the clock to help convert GRD advantage into a won Vorpal cycle, and if necessary allows her to VO strip with minimal downsides. Despite this, her throw is often best used sparingly. Her tick throw game is limited by her very basic pressure tools, and techs give the defender significant GRD and initiative. Her anti-OS tools are also pretty straightforward, and while the reward for success is often high it also carries greater risk. Patience and well structured pressure lessen risk for the attacker and may discourage frequent defensive OSing. Situational awareness is vital to understanding when to patiently continue pressure or play the throw and anti-OS game.

Both of her B normals are effective no-cancel points from which to reset pressure against opponents scouting for rebeats. 2B is particularly good in this regard since it has low recovery and is naturally even on block, but short range means Yuzuriha is pushed out of 2B range after only a few attacks. In many ways 2B serves as a natural extension of and compliment to her A normals, but it restricts her subsequent options and has more pushback. 5B has more range, but nocanceling here is more risky since it's -6. In both cases it's important to enforce relevant frame traps, and to understand the interplay between frame trapping to catch counterpokes and using pressure resets to prolong offense and motivate defensive counterplay.

C normals have niche applications in close-range pressure, and otherwise serve as options for confirms and spaced pressure between B normal and stance ranges. 5C catches opponents trying to jump or low crush through pressure - especially important against characters who option select against throws with divekicks, such as Hilda and Merkava. It covers slightly more range than 5B, and has a good cancel window for frame traps. 2C is very active and hits low twice, catching backdashes and standing opponents. It also trades favorably with many attacks since it knocks down on hit. Long range, two hits, and slight forward movement makes it a reliable option for confirming hits. 2C's frame trap options are mainly limited to delay cancels into stance attacks. Both are -1 when rebeat into whiffed 5A, but dashing in to reset pressure becomes risky at spacings where this is a more common option.

66B is tied for Yuzuriha's fastest non-A normal, but unlike 2B it has good horizontal range and moves forward. This makes it good for catching opponents reacting to rebeats (and therefore not mashing immediately), as well as creating tighter gaps after rebeats. It also trades favorably due to knocking down the opponent on hit. 66B can only be cancelled into specials, forcing Yuzuriha to transition into stance pressure if she wants to enforce her turn afterwards. It is only -5 on block and has a generous cancel window, so resetting pressure after 66B is a viable option if the opponent respects the potential special cancel.

From any B or C normal, Yuzuriha can delay a cancel into 6X or 236A/B for a strong frame trap that transitions into stance pressure. Stance pressure, like normal pressure, is largely frametrap/reset based. 236X w6A is +1 if D cancelled (leaving stance) and +7 if remaining in stance, although remaining in stance limits the number of marks you will have for future conversions or frametraps. 214B is -3 if D cancelled, but the landing recovery can be cancelled at any time into other stance moves if she remains in stance. If opponents respect the threat of a stance cancel, Yuzuriha can take advantage of 214B leaving her point-blank and go for a throw mixup, throwing or baiting their throw OS.

4C is extremely active, and her only normal with significant forward movement. However, it cannot cancel into any normals on block except 4B and gives opponents an easy opportunity to build GRD with guard shield due to the number of hits. It's also not very good as a blockstring ender at -7, and some characters can reliably punish both no-cancel and frame traps with reversals unless called out with 4B's parry frames at very close range (which is vulnerable to other counterattacks, and is only special cancelable). Yuzuriha is also unable to catch opponents standing to input such reversals during blockstun since she can't follow up with 2C or 6C and has no low-hitting special. As such, 4C is best used very sparingly. 4B is even less common in pressure; it's very slow, moves backwards on a character who already struggles to stay in against defending opponents, and can only cancel into specials. The parry frames also end slightly before the active frames, and do not cover many common defensive options since they do not trigger on lows or any kind of attack connecting below her waist.

Okizeme

In keeping with the rest of her offense, Yuzuriha's oki is very limited.

Midscreen enders usually prioritize damage and creating space. This gives her time to build GRD, reestablish her zoning, or press her advantage and push the opponent closer to the corner. Ending on 236X also allows the opponent to air tech. Opponents may see this as an opportunity to tech forward for GRD and try to scramble on wakeup, but Yuzuriha can react to forward tech and set up a crossunder left/right mixup. Opponents may thus prefer to play it safe with neutral or delay tech. 66B is her primary knockdown ender midscreen, for situations where space and additional damage are not desirable over maintaining offense.

Corner enders have more options. The basic 66C ender leads to several options: meaty spaced 5B, canceling into j421C for a close range meaty (slightly plus if D canceled), or canceling into j421A to either use low j214A for plus frames or fall and D cancel to land at slight but safe disadvantage to bait reversals. Low height j214A loses to delay tech, so observing the opponent's options to avoid dangerous whiffs is important. Corner routes can also end on 66B 236A 214B 421A~D to end with significant frame advantage (can meaty 236B on immediate air tech) or crossunder left/right against forward tech. Double sideswap routes that end spaced away from the corner can follow with the usual midscreen oki, or use a slight variation to set up a safejump that covers all tech directions. Yuzuriha can also safejump by ending standard corner routes early after j214A. Once again, opponents can simply delay tech to weaken these setups.

Once these situations resolve, Yuzuriha returns to the neutral and offensive strategies outlined above.

Defense

Poor abare and reversal options mean that Yuzuriha needs to play very patiently on defense. Ability and discipline to block the opponent's pressure is vital, as is good use of shield and guard shield to win Vorpal, push the opponent out, and create gaps in offense. Frequently trying to force one's way out on defense means the opponent does not need to take as many risks in their offense, as they focus on baiting options rather than how to maintain their offense, create or maintain a GRD advantage, or motivate more active defense through options such as throws.

When she does attempt to mash out, Yuzuriha needs to utilize several options depending on the situation. 2A is a 5f button and effective for challenging close range offense, but it's very short and easy to outspace. She has no 6-8f options with which to challenge spaces just outside of 2A's reach. 2B and 66B are 9f. 2B is also very short for its frame data, while 66B has good reach but also a more committal input. 5B is 10f and covers moderate range, while 5C is 12f and covers both a slightly further space as well as attempted jump-ins. 2C is very risky to use on defense given its 12f startup, low hitbox, and long recovery.

Jumping out is also an option in some cases, though risky since many options are air unblockable or require air shield. Once airborne, Yuzuriha's array of air normals and specials give her a range of options to challenge or outmaneuver the opponent.

Reversal Tools

214C and j214C have invulnerability during startup and partway into active frames, but are very limited as reversals. Both have long startup for reversals, whiff entirely if the opponent is close enough, and the first hitbox whiffs against most crouching opponents at slightly further ranges. They're best used against midrange pressure. 214C is only -6 on block and can be safe depending on spacing and matchup; j214C is 0 on block.

VO and IW are Yuzuriha's close range reversal options. IW is commonly used after confirming an opening with CS, and has enough invulnerability frames that most characters can't challenge it even if they EX cancel into their own reversal. Only Vatista IW has enough invulnerability to beat Yuzuriha's IW. Both VO and IW are very committal and require careful use. Blocking and making smart use of shield to push the opponent out and win Vorpal is often better than gambling on reversal options.

Guard Thrust is also a notable reversal of sorts. It is especially useful for escaping dangerous mixups and checkmate situations, but also has value to escape pressure and present an additional option the opponent must consider. Bear in mind that using Guard Thrust without Vorpal has more startup, spends 100 meter, and GRD breaks.

Option Selects

It is necessary to preface this section with some general statements. Options selects can have different results not only based on the chosen input, but when the sequence is input. In general, OSing early in the potential throw tech window usually loses to delay attack/throw, while OSing later may buffer a shield or attack that will lose to tick throws or frame traps. This is equally important to consider on offense as defense, and to practice in order to understand the potential interactions resulting from each option. Also worth noting is that OSing is not a requirement to use any of these options, and that overuse of option selects is frequently detrimental. They are simply another defensive option, to be used as warranted by the opponent, matchup, and situation. This section will hence focus on other advantages and disadvantages specific to each OS.

Primary option selects include:

  • 1AD - Crouch shield. Risks a GRD break against many options, but very simple and low commitment. Worth using, but best used sparingly.
  • 2AD - 2A. Avoids risk of GRD break. Can be counterhit depending on timing or use of assault, but can also beat delay options or tick throws.
  • 5C~AD/4B~AD - Antiair OSes to catch run up assault attacks. Yuzuriha's antiair OS options are subpar; both share the weaknesses of long recovery on whiff (39 and 43f total duration, respectively) and requiring Yuzuriha to stand. 5C's head invulnerability comes unusually late at frame 10; 4B's is faster at frame 7, but has a gap between the head invulnerable parry frames (7~14) and the active frames (starting f17) that yields inconsistent results. 5C is generally favored for consistency, and the larger + earlier active frames will catch some other options that 4B would not.

These are sufficient for general use, but if desired there are many additional options one may incorporate. Other options are generally more niche and/or high risk for low to moderate reward.

Other semi-notable option selects include, but are not limited to:

  • 1ABCD/1ABC~AD - VO OS. Use the latter input if at full meter and <30% HP to avoid IWEX. High risk if the opponent waits, backdashes, or delays/staggers a fast button that recovers during VO startup, but also beats many options.
  • 171AD - Air shield OS. Alternate antiair OS that's easy to input, but does not guarantee a punish on success. Leaves opponent -7 or -8 after most common jump-ins, with Yuzuriha actionable while falling. Pushback prevents jA from connecting after; jB works given sufficient height beforehand. Do not use if the opponent has a multihit jump-in, as it will leave them near even frame advantage and give them time to antiair you in return if aware of the option.
  • 4AD - Stand tech. Risky and very greedy, generally not recommended. Occasionally notable for moderate damage and large GRD swing on success.
  • 4AB~AD - Backdash OS. Listed in part to note its similarity in execution to 4B~AD, such that care is required to ensure the proper OS if 4B is desired. Yuzuriha's backdash is not very good, so this OS has limited utility. Especially not recommended in the corner.
  • 191AD, 191C~AD, 181C~AD, etc - air to air OSes. Somewhat risky, but often unexpected.

GRD and Vorpal

As with every character in UNI, winning Vorpal is vital for success with Yuzuriha. While her Vorpal trait is unremarkable, she still wants Vorpal for several reasons:

  • Chain Shift is extremely valuable. It covers whiffed specials in neutral, makes confirming many stray hits easier, gives her safe ways to close distance or reset pressure from almost anywhere on screen, and offers a valuable pause button to check options both in neutral and on defense. It also converts GRD to meter.
  • Vorpal grants a 10% damage bonus. More damage means fewer average hits to kill and less opportunities for the opponent to fight back.
  • Vorpal also grants access to CVO, which is sometimes valuable for closing rounds.
  • Vorpal Guard Thrust is faster and less costly than the non-Vorpal version.
  • Outside of rare double Vorpal situations, having Vorpal means the opponent does not have Vorpal.

Yuzuriha does not have any unique tools to steal GRD, generate bonus GRD, or lock the opponent down to safely Concentrate. Zoning tends to lose GRD over time and does not easily secure hits on more experienced opponents, so she needs to incorporate other tactics to contest the Vorpal cycle. Going on the offensive also comes with its own GRD-related pitfalls: opponents passively gain GRD for blocking if the opponent has Vorpal, or if the defender has Vorpal then they can more safely challenge pressure with tools such as Chain Shift. Systematic sources of GRD are thus important when trying to win Vorpal:

  • Concentrate when the opponent respects her zoning. For example, if the opponent shields anticipating 236B then Yuzuriha may safely concentrate during that time. If the opponent chooses to wait and block, showing Concentrate may motivate them to take action and open them up to attacks.
  • Bait green shields to reduce the opponent's GRD and increase her own. This requires strong awareness of the opponent's habits. Yuzuriha struggles to punish greenshields outright; GRD and frame advantage are often all she gets.
    • Yuzuriha's pressure structure does not motivate heavy use of green shield, and opponents may situationally elect to shield her zoning with 1AD to prevent green shields and potential GRD loss at the expense of more recovery on whiff and not shielding at all during gapless sequences. This also carries some additional risk vs throw and Assault if used poorly, but generally Yuzuriha cannot guarantee a shield punish during zoning.
  • Build GRD with throws and Assault. Her throw combos mean that throwing even midway through a cycle is often sufficient to secure the next one.
  • If Yuzuriha gets a hit or throw such that she can use Veil Off to strip the opponent's Vorpal early in the cycle, it is often worthwhile to do so. This deprives the opponent of an important resource, significantly improves her odds of winning the next cycle, and temporarily makes any hit or throw much more threatening. Using Chain Shift during the next cycle can then allow Yuzuriha to rebuild a portion of the lost meter if desired.
    • The sacrifices in damage and position needed to VO strip from a given starter and positioning vary; sometimes running the cycle with a full combo and playing for the next cycle is better than the initial damage loss and committing all one's meter.
  • If on defense, make careful use of shield and green shield to build GRD and push the opponent away.

While Vorpal is important, each of these options has weaknesses and limitations. Winning each cycle is very unlikely with any character; sometimes accepting disadvantage in the next cycle is preferable to risking one's current position for a chance at winning Vorpal.

Counter Strategies

Neutral

Understanding stance is key to leveling the playing field in neutral. Important takeaways when fighting Yuzuriha in neutral:

  • Stance does not last forever. Each attack or teleport (not stance dash) consumes a mark. The marks she has remaining determine what options she can use. A attacks are antiair/air to ground, B attacks hit horizontally, C attacks are horizontal and slightly downward + EX specials. She can also attack one last time as she exits stance, but this attack is slower and she cannot stay in stance after.
  • Every stance attack, including air attacks, hits mid except 6C (low).
  • Yuzuriha cannot block or tech throws while in stance. She has a dodge in stance that can beat all but the most active attacks, but this loses to throws, has some punishable recovery time, and the 22 motion input takes some time to input.
  • All stance attacks are faster and safer in stance. Challenging Yuzuriha while she is in stance is usually a bad idea without a very clear goal in mind and information on one's opponent to support that decision.
  • 236B is -7 when exiting stance, or +1 if whiff canceled into 6X as she exits.
  • 6X is 16f out of stance. 236B is 17f. There is at least a 15f gap every time she tries to reenter stance while zoning.
  • 8 frame buffer out of blockstun means dashblocking is easy to buffer during zoning. Yuzuriha has limited means to challenge this. 6C is her only stance low and does not reach as far as many of her other stance attacks, and 236B's cancel window is relatively short so she can't simply delay cancel 6C from it. From 236B she can 236B w6A 6C, which spends several marks and compromises her frame advantage when exiting stance since she can no longer end at +1. From 6B she can simply delay cancel into 6C, but this only works at closer spacings.
  • j214A/B are +3 on exiting stance when performed low to the ground.
  • If Yuzuriha attempts to zone or reposition from the air, this often introduces larger gaps. Some characters can challenge this if they have fast and reasonably high reaching hitboxes. j236A and B also extend hurtboxes further than her other slashes, and do so just before their active frames.
  • B teleport is reactable, but it catches everyone occasionally.
  • Assault and other options with similar movement arcs can go over 236B, but mind that Yuzuriha can frame trap these options while in stance. This is generally not a primary way of circumventing her zoning so much as a complimentary option that can catch her off guard if used sparingly.
  • Yuzuriha's dashblock is very poor. While not important in most matchups, this is important if she gets pushed out of her preferred range against characters such as Hilda or Merkava.

Good dashblocking is important, but primarily until one reaches a spacing where their options can threaten Yuzuriha after she exits stance. It is extremely important to understand where this occurs and what options one may field at any such spacing. If she cannot freely re-enter stance, that puts players in a space with opportunities for more varied interactions and less focus on dashblocking vs zoning. This in turn requires Yuzuriha to vary her options more. This can introduce additional gaps for opponents to capitalize on, and/or she can try to go on the offense herself or move backwards to create space. Tunnel visioning on dashblocking at this point is thus detrimental to one's play because it misses opportunities and allows Yuzuriha to continue playing to her strengths and dictating the flow of the match.

Zoning also tends to give away GRD, so opponents playing for the cycle force Yuzuriha to either introduce additional gaps/risks to try and build GRD or else deal with the threat of Chain Shift on the next cycle. This can likewise create opportunities for the opponent.


Offense

  • Yuzuriha's pressure focuses on basic strike/throw and frame trap mindgames.
  • She lacks forward-moving normals to maintain the threat of throw over longer blockstrings, but stance can greatly extend pressure and either give her a safe reset to neutral or create more opportunities to reset pressure.
  • 7f dash startup and low velocity/acceleration means running in to reset pressure can leave large gaps, but she can layer this with staggers, assault, and j214B resets to make challenging her offense more difficult.
  • Her B and C normals have good frame advantage, either naturally (2B) or via rebeats.
  • 5B and 5C have good stagger windows, as do her 6X command normals. 2B has a modest stagger window that can frame trap into her other buttons, while 2C only frame traps into her slower attacks (usually 6X, 236X, or 214X).
  • FF > stance dash is 0 on block if exiting stance and very plus in stance. FF~A > stance dash is negative on block both in and out of stance.
  • 4C cannot cancel into anything except 4B or her specials on block. 4B can only cancel into specials.
  • Yuzuriha can create ambiguous crossunder left/right mixups if opponents forward tech many of her combo enders. Neutral tech or ground tech are often better choices. Forward tech can however punish some combo drops.
  • 66C j421A dlj214X in the corner can safejump some reversals, but loses to delay tech.


Defense

  • Yuzuriha has a 5f but very short 2A. All her other buttons besides 5A and 2A are at least 9f. 2B and 5B have poor range for their frame data.
  • 4B cannot parry lows, nor any attack that hits below her waist. This includes most crouching attacks, some downward angled attacks such as Hyde/Orie 5A when spaced, and even Akatsuki 6B.
    • The parry vacuum does not trigger against objects (fireballs, Azhi, Thanatos, etc). In this situation she is invulnerable for the full recovery, or she can special cancel to attack after. Special cancels do not carry over invulnerability.
    • If the parry does not trigger, the f17 hitbox has very short range. Parry frames end on f14.
  • Yuzuriha's antiairs are all standing attacks, weakening her antiair OS options.
  • Yuzuriha has no meterless reversal.
  • 214C has invul partway into active frames and is only -6 on block, but is slow and has a deadzone at close range. The initial hit also whiffs against many crouching characters. It's useful against opponents who pressure from midrange, but very limited otherwise. j214C has similar properties, but is 0 on block if TK'd.
  • IW has very long invulnerability. Don't try to EX cancel through it unless you're Vatista (IW). There is a gap between the second and third hits; wait until after blocking the third to punish. It is very minus on block (-30).
  • Yuzuriha is very reliant on systematic tools (shield, guard shield, VO, guard thrust, CS) to supplement her defensive options.


Gimmicks

  • ICFF has a subtle flash 25f before active, at which point she can no longer release to FF. Opponents can thus backdash or jump on reaction, and Yuzuriha cannot cancel ICFF on whiff.
  • ICj2C will never hit opponents from grounded Assault.

Match Ups

Hyde
Uni hyde icon.png
Hyde[No Data]
[character page][match videos]
Linne
Uni linne icon.png
Linne[No Data]
[character page][match videos]
Waldstein
Uni waldstein icon.png
Waldstein[No Data]
[character page][match videos]
Carmine
Uni carmine icon.png
Carmine[No Data]
[character page][match videos]
Orie
Uni orie icon.png
Orie[No Data]
[character page][match videos]
Gordeau
Uni gordeau icon.png
Gordeau[No Data]
[character page][match videos]
Merkava
Uni merkava icon.png
Merkava[No Data]
[character page][match videos]
Vatista
Uni vatista icon.png
Vatista[No Data]
[character page][match videos]
Seth
Uni seth icon.png
Seth[No Data]
[character page][match videos]
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha[No Data]
(Mirror)
[character page][match videos]
Hilda
Uni hilda icon.png
Hilda[No Data]
[character page][match videos]
Chaos
Uni chaos icon.png
Chaos[No Data]
[character page][match videos]
Nanase
Uni nanase icon.png
Nanase[No Data]
[character page][match videos]
Byakuya
Uni byakuya icon.png
Byakuya[No Data]
[character page][match videos]
Phonon
Uni phonon icon.png
Phonon[No Data]
[character page][match videos]
Mika
Uni mika icon.png
Mika[No Data]
[character page][match videos]
Wagner
Uni wagner icon.png
Wagner[No Data]
[character page][match videos]
Enkidu
Uni enkidu icon.png
Enkidu[No Data]
[character page][match videos]
Londrekia
Uni londrekia icon.png
Londrekia[No Data]
[character page][match videos]
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki[No Data]
[character page][match videos]

Videos

External Links

Yuzuriha Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-12-14 by Mavi.

73% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Added gameplay summary, new move, move descriptions, and frame data.
  • All colors added.
  • Review FD and evaluate formatting for stance data, especially recovery.
  • Expand rebeat/gap table if needed
48/50
Strategy
  • All non-matchup sections filled out
  • Reformat content for consistency, clarity, and ease of reading.
  • Add matchup notes
15/25
Combos
  • Created base pages
  • Combo theory outline and notation notes added.
  • Combo additions underway.
  • Finish adding combos.
  • Add damage values for primary enders.
10/25
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika